;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 by MicroProse Software
;
;   Aguirre, the Wrath of God 
;   Authored by Jess Balsinde (February 20, 1999)
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
25      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
18      ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
5       ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
10      ; Communism pays support for all units past this
16      ; Fascism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
99      ; Fascism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
1       ; Max effective science rate in fascism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leaders personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Advanced Flight,    4,-2,  no, no, 3, 4    ; AFl
Alphabet,           5, 1,  no, no, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  no, no, 3, 0    ; Amp
Astronomy,          4, 1,  no, no, 1, 3    ; Ast
Atomic Theory,      4,-1,  no, no, 2, 3    ; Ato
Automobile,         6,-1,  no, no,  3, 4    ; Aut
Banking,            4, 1,  no, no, 1, 1    ; Ban
Bridge Building,    4, 0,  no, no, 0, 4    ; Bri
Bronze Working,     6,-1,  no, no, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  no, no, 0, 2    ; Cer
Chemistry,          5,-1,  no, no, 1, 3    ; Che
Chivalry,           4,-2,  no, no, 1, 0    ; Chi
Code of Laws,       4, 1,  no, no, 0, 2    ; CoL
Combined Arms,      8,-2,  no, no, 3, 0    ; CA
Combustion,         5,-1,  no, no, 2, 4    ; Cmb
Communism,          5, 0,  no, no, 2, 2    ; Cmn
Computers,          4, 1,  no, no,  3, 4    ; Cmp
Conscription,       7,-1,  no, no, 2, 0    ; Csc
Construction,       4, 0,  no, no, 0, 4    ; Cst
The Corporation,    4, 0,  no, no, 2, 1    ; Cor
Currency,           4, 1,  no, no, 0, 1    ; Cur
Democracy,          5, 1,  no, no, 2, 2    ; Dem
Economics,          4, 1,  no, no, 2, 1    ; Eco
Electricity,        4, 0,  no, no,  2, 4    ; E1
Electronics,        4, 1,  no, no,  3, 4    ; E2
Engineering,        4, 0,  no, no, 0, 4    ; Eng
Exploring the Amazon,   3, 1,  Rec, nil, 3, 2    ; Env
Espionage,          2,-1,  no, no, 3, 0    ; Esp
Explosives,         5, 0,  no, no, 2, 4    ; Exp
Feudalism,          4,-1,  no, no, 0, 0    ; Feu
Flight,             4,-1,  no, no, 2, 4    ; Fli
Fascism,            5,-2,  no, no, 3, 2    ; Fun
Fusion Power,       3, 0,  no, no, 3, 3    ; FP
Fanaticism,         6, 0,  no, no, 1, 2    ; Gen
Guerrilla Warfare,  3, 0,  no, no, 3, 0    ; Gue
Firearm Design,     7,-2,  no, no, 1, 0    ; Gun
Horseback Riding,   4,-1,  no, no, 0, 0    ; Hor
Industrialization,  6, 0,  no, no, 2, 1    ; Ind
Invention,          6, 0,  no, no, 1, 4    ; Inv
Iron Working,       5,-1,  no, no, 0, 4    ; Iro
Labor Union,        4,-1,  no, no, 3, 2    ; Lab
The Laser,          4, 0,  no, no,  3, 3    ; Las
Leadership,         5,-1,  no, no, 1, 0    ; Ldr
Literacy,           5, 2,  no, no, 0, 3    ; Lit
Machine Tools,      4,-2,  no, no, 2, 4    ; Too
Magnetism,          4,-1,  no, no, 1, 3    ; Mag
Map Making,         6,-1,  no, no, 0, 1    ; Map
Masonry,            4, 1,  no, no, 0, 4    ; Mas
Mass Production,    5, 0,  no, no, 3, 4    ; MP
Mathematics,        4,-1,  no, no, 0, 3    ; Mat
Medicine,           4, 0,  no, no, 1, 1    ; Med
Metallurgy,         6,-2,  no, no, 1, 0    ; Met
Miniaturization,    4, 1,  no, no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no, no, 3, 0    ; Mob
Monarchy,           5, 1,  no, no, 0, 2    ; Mon
Monotheism,         5, 1,  no, no,  1, 2    ; MT
Mysticism,          4, 0,  no, no, 0, 2    ; Mys
Navigation,         6,-1,  no, no, 1, 1    ; Nav
Nuclear Fission,    6,-2,  no, no,  3, 3    ; NF
Nuclear Power,      3, 0,  no, no,  3, 3    ; NP
Philosophy,         6, 1,  no, no, 1, 2    ; Phi
Physics,            4,-1,  no, no, 1, 3    ; Phy
Plastics,           4, 1,  no, no, 3, 4    ; Pla
War College,        6,-2,  no, no, 2, 0    ; Plu
Polytheism,         4, 0,  no, no, 0, 2    ; PT
Pottery,            4, 1,  no, no, 0, 1    ; Pot
Radio,              5,-2,  no, no,  3, 4    ; Rad
Railroad,           6, 0,  no, no, 2, 1    ; RR
Surviving in the Amazon, 2, 1,  nil,  nil, 3, 2    ; Rec
Refining,           4, 0,  no, no, 2, 4    ; Ref
Refrigeration,      3, 1,  no, no, 3, 1    ; Rfg
The Republic,       5, 1,  no, no, 0, 2    ; Rep
Robotics,           5,-2,  no, no, 3, 0    ; Rob
Rocketry,           6,-2,  no, no,  3, 0    ; Roc
Sanitation,         4, 2,  no, no, 2, 1    ; San
Seafaring,          4, 1,  no, no, 0, 1    ; Sea
Space Flight,       4, 1,  no, no, 3, 3    ; SFl
Stealth,            3,-2,  no, no, 3, 0    ; Sth
Steam Engine,       4,-1,  no, no, 2, 3    ; SE
Steel,              4,-1,  no, no, 2, 4    ; Stl
Superconductor,     4, 1,  no, no, 3, 3    ; Sup
Tactics,            3,-1,  no, no, 2, 0    ; Tac
Theology,           3, 2,  no, no, 1, 2    ; The
Theory of Gravity,  4, 0,  no, no, 1, 3    ; ToG
Trade,              4, 2,  no, no, 0, 1    ; Tra
University,         6, 2,  no, no, 1, 3    ; Uni
Warrior Code,       4,-1,  no, no, 0, 0    ; War
The Wheel,          4,-1,  no, no, 0, 4    ; Whe
Writing,            4, 2,  no, no, 0, 3    ; Wri
Living in the Amazon,1, 0,  Env,Rec,3, 3    ; ...
Gunpowder,          8,-2,  no, no, 1, 0    ; U1
Leisure,            3, 0,  no, no, 3, 2    ; U2
Armor Design,       6,-2,  no, no, 3, 0    ; U3
Siege Warfare,      5,-1,  no, no, 0, 0    ; X1
Biomedicine,        3, 2,  no, no, 3, 3    ; X2
Civil Protection,   5,-1,  no, no, 2, 0    ; X3
Faith Spreading,    6, 0,  no, no, 1, 0    ; X4
Unused,             0, 0,  no, no, 3, 0    ; X5
Early Armor,        4,-2,  no, no, 1, 0    ; X6
Humanities,         4, 0,  no, no, 1, 3    ; X7
;
; Above 3 tech lots allow you to define your own civilization
; advances if desired.  Supply the name, the AI value, and
; the prerequisites.
;
; Then use the "U1", "U2", or "U3"
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Palace,                   10, 0,    no,
Barracks,                 4,  1,    no,
Granary,                  6,  1,    no,
Temple,                   4,  1,    no,
MarketPlace,              8,  1,    no,
Library,                  8,  1,    no,
Courthouse,               8,  1,    no,
City Walls,               8,  0,    nil,
Aqueduct,                 8,  2,    no,
Bank,                     12, 3,    no,
Cathedral,                12, 3,    no,
University,               16, 3,    no,
Mass Transit,             16, 4,    no,
Bullring,                 10, 4,    no,
Factory,                  20, 4,    no,
Manufacturing Plant,      32, 6,    no,
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no,
Power Plant,              16, 4,    no,
Hydro Plant,              24, 4,    no,
Nuclear Plant,            16, 2,    no,
Stock Exchange,           16, 4,    no,
Sewer System,             12, 2,    no,
Supermarket,              8,  3,    no,
Superhighways,            20, 5,    no,
Research Lab,             16, 3,    no,
SAM Missile Battery,      10, 2,    no,
Coastal Fortress,         8,  1,    no,
Solar Plant,              32, 4,    no,
Harbor,                   6,  1,    no,
Offshore Platform,        16, 3,    no,
Airport,                  16, 3,    no,
Police Station,           6,  2,    no,
Port Facility,            8,  3,    no,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Capitalization),         60, 0,    no,
Roman Waterworks,         20, 0,    no,
Cave Paintings,           20, 0,    no,
Courts of the Kingdom,    20, 0,    no,
Tower of Hercules,        20, 0,    no,
Fray Luis' Teachings,     20, 0,    no,
Las Huelgas Monastery,    20, 0,    no,
Mural Walls,              20, 0,    no,
El Cid's Campaigns,       30, 0,    no,
Pilgrim's Way,            30, 0,    no,
Mudjar Architecture,     30, 0,    no,
Abd-al-Rahman's Mosque,   30, 0,    no,
Giralda Tower,            30, 0,    no,
Belem Tower,              30, 0,    no,
Cervantes' Theater,       30, 0,    no,
El Prado Museum,          40, 0,    no,
San Lorenzo Monastery,    40, 0,    no,
La Alhambra Palace,       40, 0,    no,
La Lonja de la Seda,      40, 0,    no,
Columbus' Voyage,         40, 0,    no,
Gaud's Work,             40, 0,    no,
El Pilar Basilica,        40, 0,    no,
Plaza Mayor,              60, 0,    no,
Puerta de Alcal,         60, 0,    no,
The Alczar,              60, 0,    no,
Picasso's Guernica,       60, 0,    no,
Dal's View,              60, 0,    no,
The Science Tree,         60, 0,    no,
Art of Bullfighting,      60, 0,    no,
 
;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Roman Waterworks
nil,        ; Cave Paintings
Aut,        ; Courts of the Kingdom
Mag,        ; Tower of Hercules
E1,         ; Fray Luis' Teachings
The,        ; Las Huelgas Monastery
Gun,        ; Mural Walls
Mob,        ; El Cid's Campaigns
Rob,        ; Pilgrim's Way
Fun,        ; Mudjar Architecture
nil,        ; Abd-al-Rahman's Mosque
nil,        ; Giralda Tower
nil,        ; Belem Tower
nil,        ; Cervantes' Theater
nil,        ; El Prado Museum
nil,        ; San Lorenzo Monastery
nil,        ; La Alhambra Palace
nil,        ; La Lonja de la Seda
nil,        ; Columbus' Voyage
nil,        ; Gaud's Work
nil,        ; El Pilar Basilica
nil,        ; Plaza Mayor
nil,        ; Puerta de Alcal
nil,        ; The Alczar
nil,        ; Picasso's Guernica
nil,        ; Dal's View
nil,        ; The Science Tree
nil,        ; Art of Bullfighting


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
;               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fascism (falangist)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Gatherers,    nil, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  5, no,  000000000000000
Engineers,    nil, 0,  0.,0,  0a,2d,  1h,1f,  4,0,  5, no,  000000000000000
Slaves,       Env, 0,  4.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000000001
Warriors,     nil, 0,  0.,0,  4a,2d,  1h,1f,  1,0,  1, no,  000000000000001
Indians,      Env, 0,  2.,0,  3a,2d,  1h,1f,  1,0,  1, no,  000000000000001
Frank,        X6,  0,  0.,0,  4a,2d,  1h,1f,  4,0,  1, no,  000000000000000
Halberdier,   U1,  0,  0.,0,  1a,2d,  1h,1f,  2,0,  1, no,  000000000000000
French Inf.,  Csc, 0,  0.,0,  1a,1d,  1h,1f,  4,0,  1, no,  000000000000000
Capitn,      nil, 0,  0.,0,  5a,4d,  2h,1f,  5,0,  0, no,  000000001000010
Criollos,     nil, 0,  1.,0,  3a,2d,  1h,1f,  5,0,  1, no,  000001000000001
Lope de Aguirre,nil, 0,2.,0,  8a,8d,  4h,1f,  4,0,  1, no,  000000001000010
Antn Llamoso,nil, 0,  2.,0,  6a,6d,  3h,1f,  4,0,  1, no,  000000001000010
Pikemen,      Amp, 0,  2.,0,  2a,6d,  2h,1f,  4,0,  0, no,  000000001000010
Special,      nil, 0,  0.,0,  8a,5d,  2h,1f,  6,0,  1, no,  000000000000000
Mech. Inf.,   nil, 0,  0.,0,  7a,7d,  2h,1f,  5,0,  1, no,  000000000000000
Chariot,      PT,  0,  0.,0,  3a,1d,  1h,1f,  3,0,  0, no,  000000000000000
Horse,        MT,  0,  0.,0,  2a,1d,  1h,1f,  3,0,  0, no,  000000000000000
Horsemen,     nil, 0,  3.,0,  6a,2d,  2h,1f, 50,0,  0, no,  000000000000000
Harquebusier, Csc, 0,  2.,0,  6a,3d,  2h,1f,  3,0,  1, no,  000000001000010
Garrison,     Mob, 0,  2.,0,  6a,2d,  2h,1f, 50,0,  0, no,  000000000000000
Harquebus,    nil, 0,  2.,0,  6a,2d,  2h,1f, 50,0,  0, no,  000000000000000
Crossbowmen,  nil, 0,  2.,0,  6a,2d,  2h,1f, 50,0,  0, no,  000000000000000
Pikeman,      Rec, 0,  0.,0,  3a,4d,  2h,1f, 50,0,  0, nil, 000000001000000
Catapult,     Met, 0,  0.,0,  6a,1d,  1h,1f,  4,0,  0, no,  000000000000000
Artillery,    Rob, 0,  0.,0, 10a,1d,  2h,2f,  5,0,  0, no,  000000000000000
Artillery,    Rob, 0,  0.,0, 10a,1d,  2h,2f,  5,0,  0, no,  000000000000000
Howitzer,     nil, 0,  0.,0, 12a,2d,  3h,2f,  7,0,  0, no,  000000001000000
Nothing Else, nil, 0,  0.,0,  2a,22d, 9h,2f, 90,0,  0, no,  000000000000000
Forest1,      Env, 0,  0.,0,  1a,1d,  1h,1f, 90,0,  1, no,  000000000000000
Forest2,      Env, 0,  0.,0,  1a,1d,  1h,1f, 90,0,  1, no,  000000000000000
Forest3,      Env, 0,  0.,0,  1a,1d,  1h,1f, 90,0,  1, no,  000000000000000
Forest4,      Env, 0,  0.,0,  1a,1d,  1h,1f, 90,0,  1, no,  000000000000000
Forest5,      Env, 0,  0.,0,  1a,1d,  1h,1f, 90,0,  1, no,  000000000000000
Forest6,      Env, 0,  0.,0,  1a,1d,  1h,1f, 90,0,  1, no,  000000000000000
Forest7,      Env, 0,  0.,0,  1a,1d,  1h,1f, 90,0,  1, no,  000000000000000
Forest8,      Env, 0,  0.,0,  1a,1d,  1h,1f, 90,0,  1, no,  000000000000000
Forest9,      Env, 0,  0.,0,  1a,1d,  1h,1f, 90,0,  1, no,  000000000000000
Forest10,     Env, 0,  0.,0,  1a,1d,  1h,1f, 90,0,  1, no,  000000000000000
Forest11,     Env, 0,  0.,0,  1a,1d,  1h,1f, 90,0,  1, no,  000000000000000
Forest12,     Env, 0,  0.,0,  1a,1d,  1h,1f, 90,0,  1, no,  000000000000000
Forest13,     Env, 0,  0.,0,  1a,1d,  1h,1f, 90,0,  1, no,  000000000000000
Forest14,     Env, 0,  0.,0,  1a,1d,  1h,1f, 90,0,  1, no,  000000000000000
Forest15,     Env, 0,  0.,0,  1a,1d,  1h,1f, 90,0,  1, no,  000000000000000
Forest16,     Env, 0,  0.,0,  1a,1d,  1h,1f, 90,0,  1, no,  000000000000000
Mosquito,     nil, 0,  5.,0,  7a,1d,  1h,2f, 90,0,  0, no,  001001001000011
Jungle1,      Env, 0,  0.,0,  1a,1d,  1h,1f, 90,0,  1, no,  000000000000000
Jungle2,      Env, 0,  0.,0,  1a,1d,  1h,1f, 90,0,  1, no,  000000000000000
Jungle3,      Env, 0,  0.,0,  1a,1d,  1h,1f, 90,0,  1, no,  000000000000000
Jungle4,      Env, 0,  0.,0,  1a,1d,  1h,1f, 90,0,  1, no,  000000000000000
Jungle5,      Env, 0,  0.,0,  1a,1d,  1h,1f, 90,0,  1, no,  000000000000000
Jungle6,      Env, 0,  0.,0,  1a,1d,  1h,1f, 90,0,  1, no,  000000000000000
Jungle,       Env, 0,  0.,0,  1a,1d,  1h,1f, 90,0,  1, no,  000000000000000
Anaconda,     Env, 2,  3.,0, 10a,3d,  4h,2f, 90,0,  1, no,  000000000000001
Dive Bomber,  Sth, 1,  8.,1,  8a,1d,  2h,2f,  8,0,  0, no,  000000000000001
Champions,    Gun, 0,  1.,0,  5a,1d,  1h,1f,  3,0,  1, no,  000000000000000
Cavalry,      Mob, 0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, no,  000000000000000
Horse Knights,X4,  0,  2.,0,  4a,2d,  1h,1f,  5,0,  0, no,  000010000000000
Knight Armor, U1,  0,  1.,0,  4a,2d,  1h,1f,  4,0,  1, no,  000010000000000
Conquistador, Ldr, 0,  2.,0,  8a,5d,  2h,1f,  5,0,  0, no,  000000001000000
Siege Tower,  Met, 0,  1.,0,  5a,1d,  1h,1f,  4,0,  0, no,  000000001000000
Grenadiers,   Plu, 0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, no,  000000000000000
Migale,       nil, 0,  3.,0,  7a,1d,  1h,2f, 90,0,  0, no,  001001001000011

;
; Note: the above 3 unit types (extra land, ship, air) are available
; for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 3 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these three units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fascism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Jungle,     1,2,  1,1,0,   no,  1, 5, 5,   no,  1, 5, 3,  Pln,   ; Drt
Jungle,     1,2,  1,1,0,   no,  1, 5, 1,   no,  0,15, 0,  Grs,   ; Pln
Jungle,     1,2,  2,1,0,   no,  1, 5, 2,   no,  0,10, 0,  Hil,   ; Grs
Jungle,     1,2,  1,2,0,   no,  0, 5, 5,   no,  0, 5, 0,  Grs,   ; For
Jungle,     1,2,  1,1,0,   no,  1,10, 0,   no,  3,10, 1,  Pln,   ; Hil
Jungle,     1,2,  1,1,0,   no,  1,10, 0,   no,  1,10, 6,  Hil,   ; Mou
Jungle,     1,2,  1,1,0,   no,  1, 5, 1,   no,  0,15, 0,  Grs,   ; Pln
Jungle,     1,2,  1,1,0,   no,  0, 0, 0,   no,  1,15, 3,  Tun,   ; Gla
Jungle,     1,2,  1,1,0,   no,  0,15, 6,   no,  0,15, 0,  Pln,   ; Swa
Jungle,     1,2,  1,1,0,   no,  0,15, 6,   no,  0,15, 0,  Pln,   ; Jun
Ocean,      1,2,  1,1,0,   no,  0, 0, 0,   no,  0, 0, 0,  no,    ; Oce
Jungle,     1,2,  3,1,0,
Jungle,     1,2,  3,1,0,
Jungle,     1,2,  2,1,0,
Jungle,     1,2,  3,2,0,
Jungle,     1,2,  1,3,0,
Jungle,     1,2,  1,1,0,
Jungle,     1,2,  3,2,0,
Jungle,     1,2,  2,2,0,
Jungle,     1,2,  1,4,0,
Jungle,     1,2,  1,1,0,
Ocean,      1,2,  3,1,0,
Jungle,     1,2,  1,3,0,
Jungle,     1,2,  1,1,0,
Jungle,     1,2,  2,1,0,
Jungle,     1,2,  3,2,0,
Jungle,     1,2,  1,1,0,
Jungle,     1,2,  0,3,0,
Jungle,     1,2,  3,2,0,
Jungle,     1,2,  1,3,0,
Jungle,     1,2,  3,1,0,
Jungle,     1,2,  1,1,0,
Ocean,      1,2,  3,2,0,




@GOVERNMENTS
Anarchy,        Governor,    Governor
Despotism,      Commander,   Commander
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fascism,        Chief,       Chief
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Lope de Aguirre, Lope de Aguirre,  0, 1, 0, Maraones,   Maran,     1,  0,  0,     
Nambicuara,   Nambicuara,          0, 2, 0, Nambicuara,  Nambicuara,  1,  0, -1,
Yanomami,     Yanomami,            0, 3, 2, Yanomami,    Yanomami,    1,  0, -1,     
Porangatu,    Porangatu,           0, 4, 3, Porangatu,   Porangatu,   1,  0, -1,
Arapaima,     Arapaima,            0, 5, 3, Arapaima,    Arapaima,    1,  0, -1,
Manaure,      Manaure,             0, 6, 3, Mother Nature,Mother Nature,  1,  0, -1,  
Ocunaraipua,  Ocunaraipua,         0, 7, 1, Ocunaraipua, Ocunaraipua, 1,  0, -1,
Lope de Aguirre, Lope de Aguirre,  0, 1, 0, Maraones,   Maran,     1,  0,  0,     
Nambicuara,   Nambicuara,          0, 2, 0, Nambicuara,  Nambicuara,  1,  0, -1,
Yanomami,     Yanomami,            0, 3, 2, Yanomami,    Yanomami,    1,  0, -1,     
Porangatu,    Porangatu,           0, 4, 3, Porangatu,   Porangatu,   1,  0, -1,
Arapaima,     Arapaima,            0, 5, 3, Arapaima,    Arapaima,    1,  0, -1,
Manaure,      Manaure,             0, 6, 3, Mother Nature,Mother Nature,  1,  0, -1,  
Ocunaraipua,  Ocunaraipua,         0, 7, 1, Ocunaraipua, Ocunaraipua, 1,  0, -1,
Lope de Aguirre, Lope de Aguirre,  0, 1, 0, Maraones,   Maran,     1,  0,  0,     
Nambicuara,   Nambicuara,          0, 2, 0, Nambicuara,  Nambicuara,  1,  0, -1,
Yanomami,     Yanomami,            0, 3, 2, Yanomami,    Yanomami,    1,  0, -1,     
Porangatu,    Porangatu,           0, 4, 3, Porangatu,   Porangatu,   1,  0, -1,
Arapaima,     Arapaima,            0, 5, 3, Arapaima,    Arapaima,    1,  0, -1,
Manaure,      Manaure,             0, 6, 3, Mother Nature,Mother Nature,  1,  0, -1,  
Ocunaraipua,  Ocunaraipua,         0, 7, 1, Ocunaraipua, Ocunaraipua, 1,  0, -1,

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atahualpa,  ...,     0, 1, Incas,       South American, -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Leather,
Wool,
Cloth,
Oranges,
Tin,
Coal,
Copper,
Dye,
Wine,
Oil,
Silver,
Saffron,
Gems,
Gold,
Mercury,
Tungsten,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      A
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful [++++]
Enthusiastic [+++]
Cordial [++]
Receptive [+]
Neutral 
Uncooperative [-]
Icy [--]
Hostile [---]
Enraged [----]













